4,927 research outputs found

    Virtual Notes: Projected Note-Taking System Design

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    Currently, traditional devices such as paper, notebooks and textbooks, and electronic devices such as computers and tablets, are the most common media people choose to take notes on. However, there is no device designed only for note-taking with full functionalities. The project Virtual Notes is designed for people to have a much better, effortless experience on taking notes. Implemented with projector, sensor and camera, Virtual Notes offers users a projected note-taking platform. With Virtual Notes, users can take notes on desks, paper or even textbooks without actually leaving a single mark. The thesis project is undertaken independently and engaged in design research and methodologies, modeling, prototype iterations, and presentations. The project is broken into four main phases — a problem definition and research phase, an ideation / prototyping / modeling phase, a testing / critique iteration phrase, and lastly, a final development of prototype phase. The final deliverables comprise of a testable prototype and a creation of presentation materials

    Remote Access and Computerized User Control of Robotic Micromanipulators

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    Nano- and micromanipulators are critical research tools in numerous fields including micro-manufacturing and disease study. Despite their importance, nano- and micromanipulation systems remain inaccessible to many groups due to price and lack of portability. An intuitive and remotely accessible manipulation system helps mitigate this access problem. Previously, optimal control hardware for single-probe manipulation and the effect of latency on user performance were not well understood. Remote access demands full computerization; graphical user interfaces with networking capabilities were developed to fulfill this requirement and allow the use of numerous hardware controllers. Virtual environments were created to simulate the use of a manipulator with full parametric control and measurement capabilities. Users completed simulated tasks with each device and were surveyed about their perceptions. User performance with a commercial manipulator controller was exceeded by performance with both a computer mouse and pen tablet. Latency was imposed within the virtual environment to study it’s effects and establish guidelines as to which latency ranges are acceptable for long-range remote manipulation. User performance began to degrade noticeably at 100 ms and severely at 400 ms and performance with the mouse degraded the least as latency increased. A computer vision system for analyzing carbon nanotube arrays was developed so the computation time could be compared to acceptable system latency. The system characterizes the arrays to a high degree of accuracy and most of the measurement types of obtainable fast enough for real-time analysis

    TechNews digests: Jan - Nov 2009

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month

    An Advanced, Three-Dimensional Plotting Library for Astronomy

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    We present a new, three-dimensional (3D) plotting library with advanced features, and support for standard and enhanced display devices. The library - S2PLOT - is written in C and can be used by C, C++ and FORTRAN programs on GNU/Linux and Apple/OSX systems. S2PLOT draws objects in a 3D (x,y,z) Cartesian space and the user interactively controls how this space is rendered at run time. With a PGPLOT inspired interface, S2PLOT provides astronomers with elegant techniques for displaying and exploring 3D data sets directly from their program code, and the potential to use stereoscopic and dome display devices. The S2PLOT architecture supports dynamic geometry and can be used to plot time-evolving data sets, such as might be produced by simulation codes. In this paper, we introduce S2PLOT to the astronomical community, describe its potential applications, and present some example uses of the library.Comment: 12 pages, 10 eps figures (higher resolution versions available from http://astronomy.swin.edu.au/s2plot/paperfigures). The S2PLOT library is available for download from http://astronomy.swin.edu.au/s2plo

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Smartphone Based 3D Navigation Techniques in an Astronomical Observatory Context: Implementation and Evaluation in a Software Platform

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    International audience3D Virtual Environments (3DVE) come up as a good solution to transmit knowledge in a museum exhibit. In such contexts, providing easy to learn and to use interaction techniques which facilitate the handling inside a 3DVE is crucial to maximize the knowledge transfer. We took the opportunity to design and implement a software platform for explaining the behavior of the Telescope Bernard-Lyot to museum visitors on top of the Pic du Midi. Beyond the popularization of a complex scientific equipment, this platform constitutes an open software environment to easily plug different 3D interaction techniques. Recently, popular use of a smartphones as personal handled computer lets us envision the use of a mobile device as an interaction support with these 3DVE. Accordingly, we design and propose how to use the smartphone as a tangible object to navigate inside a 3DVE. In order to prove the interest in the use of smartphones, we compare our solution with available solutions: keyboard-mouse and 3D mouse. User experiments confirmed our hypothesis and particularly emphasizes that visitors find our solution more attractive and stimulating. Finally, we illustrate the benefits of our software framework by plugging alternative interaction techniques for supporting selection and manipulation task in 3D
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